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Necron Change Document

 Post subject: Necron Change Document
PostPosted: Mon Dec 28, 2009 3:35 pm 
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EDIT: Note the change doc has been changed as of Jan 7, 2010.  Language cleared up and the phase out section is cleaned up too.

Attached are the proposed changes for the Necrons as they will most likely appear in Raiders 2.0.

If you see any problems with the wording, the intent, the spelling, etc., please post it here.

If you have any problems with the actual rule changes or stat changes then please discuss it in this thread.

If you have any playtest data to share that either supports these changes, refutes them, or just shows something wildly strange with the list, post them here in this thread.

Thanks for your patience.




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 Post subject: Necron Change Document
PostPosted: Mon Dec 28, 2009 3:45 pm 
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Excellent that this has finally been done.  :agree:

Can it been incorporated into a new reference sheet and army list page?

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 Post subject: Necron Change Document
PostPosted: Mon Dec 28, 2009 3:49 pm 
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Absolutely.  It is on the list of things to do for Raiders 2.0, those and the stickers to boot.  I just wanted to get something out in the interim and I needed to type something like this up for the Raiders 2.0 appendix anyhow, so I figured I might as well do it (the other armies are coming too, folks!).




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 Post subject: Necron Change Document
PostPosted: Mon Dec 28, 2009 6:11 pm 
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For anyone pdef challenged, here are the contents...

Necron Change Doc (DRAFT) for Raiders 2.0 dated 12/28/2009
Strategy Rating

Remove variable Strategy Rating rule, and replace with a fixed SR 2.

Necron Rule
Replace the existing Necron rule for regenerating units with the following:
Necron technology allows many of its units to repair themselves at an accelerated rate. This is reflected as the Necron ability in a unit’s datasheet. Units with the Necron ability that have been destroyed can regenerate. Formations can return one previously killed unit in the end phase of each turn. In addition, if a formation regroups it can use the dice roll to either return the unit with the Necron ability to play or remove blast markers (eg, if you rolled a 2 you could return 2 units to play, remove 2 blast markers or return 1 unit and remove 1 blast marker).

Necron Portals
Replace the Portals rule with the following:
Necron Portals are the primary means by which the Necron forces are transported across the galaxy. Any formation that is in the reserves, either because it has not entered play or has left the board for any reason, may enter play via a portal as part of any activation that allows movement. Measure their movement using the portal as the starting point.
Additionally, formations may leave the board by entering a portal, taking them into the reserves. Note that once in the reserves they can either re-enter play immediately via another portal, provided they have movement, or remain in the reserves.

Necron Portals can only be used by Infantry, Light Vehicles, or Armored Vehicles with the walker ability. Each portal can be used only once per turn for either entering or exiting the battlefield, not for both. Thus a Formation may enter one portal with part of their movement, and exit from a second, unused portal, continuing their movement from that portal.
If, at the end of the movement, a unit is out of formation coherency it is destroyed. Thus if you moved a formation through one portal and out another and not all units were able to make the full movement, the unit(s) left behind would be destroyed.

Armored Phalanx
Remove from Core formations, and returned to a support formation. The basic Necron Warrior Phalanx is the only core formation.

C'tan criticals
Change to MW4+ in a 5cm radius.

Deceiver
Change the weapon stats from BP6 to BP4.

Monolith Formation
Replace the Monolith formation and all Monolith upgrades with the following:
Formation Core Units Upgrades Cost
Monolith Phalanx 3 Monoliths 0-3 Obelisks (50 pts each) 275 points
Monolith Maniple 1 Monolith, 2 Obelisks 0-1 Monolith (75 pts) 200 points
0-1 Obelisks (50 pts)

Pylon unit
Replace Particle Accelerator stats with the following:
Particle Accelerator 120cm MW4+ Titan Killer (D3)
And 90cm AA4+ Titan Killer (1)

Abattoir
Increase it from DC 6 to DC 8. Replace the Harvester stats with the following:
Harvesters (base contact) Assault Weapons Extra Attacks (+2), Titan Killer (D3)

Wraiths
Before Raiders, the Wraiths were used as an upgrade, not their own formation. These have been changed back to their original usage.
Add to Upgrade for Phalanx, Eques, and Venator formations:
0-3 Wraiths, +50 points each
Change the following stats for the Wraith unit:
Close Combat from 3+ to 4+.
Repace the weapon line with:
Claws (base contact) Assault Weapons Extra Attacks (+1)

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 Post subject: Necron Change Document
PostPosted: Mon Dec 28, 2009 6:21 pm 
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perfect.
not that it's a big deal but is the monolith maniple supposed to only have 0-1 upgrade for the monolith and obelisks?


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 Post subject: Necron Change Document
PostPosted: Mon Dec 28, 2009 6:27 pm 
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Yes, only because if you have more than one you end up having something that overlaps with the other formation, if that makes sense.

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 Post subject: Necron Change Document
PostPosted: Mon Dec 28, 2009 6:30 pm 
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i figrured it was something like that. thanks for all the work btw.  :D


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 Post subject: Necron Change Document
PostPosted: Mon Dec 28, 2009 7:18 pm 
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I like those changes, they´re simple and I´m sure they will work. But the nerf to the Pylon is too artificial, so powerful in direct fire and so weak shooting at aircraft (how can a WE/bomber stand a single hit of the particle accelerator?? ).

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 Post subject: Necron Change Document
PostPosted: Mon Dec 28, 2009 7:29 pm 
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lord bruno, try to keep the comments on the Pylon on the other thread, okay?  (see original post).  I just want this thread to be for the actual document itself.

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 Post subject: Necron Change Document
PostPosted: Tue Dec 29, 2009 7:16 am 
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Quote: (Moscovian @ Dec. 29 2009, 02:11 )

If, at the end of the movement, a unit is out of formation coherency it is destroyed. Thus if you moved a formation through one portal and out another and not all units were able to make the full movement, the unit(s) left behind would be destroyed.

Is this meant to be a deliberate deviation from the rules where 1.7.4 Formations states:

Any units that are out of formation for any reason after a
formation has taken the movement part of its action are
destroyed. The controlling player may choose which
units are ‘out of formation’ and destroyed.


Just curious, that's all  

Thanks   :smile:

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 Post subject: Necron Change Document
PostPosted: Tue Dec 29, 2009 8:22 am 
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Quote: (Hena @ Dec. 29 2009, 16:12 )

Considering that one half is off board I don't think it's bad thing. Besides wouldn't this same happen with Eldar Wraithgates?

No Idea

Not much thought went into it. It just occured to me that the rule was different, that's all   :smile:

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 Post subject: Necron Change Document
PostPosted: Tue Dec 29, 2009 3:09 pm 
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Frogbear, you brought up a good point.  It isn't meant to be a deviation from the rules but merely an example of what happens if you have some units (presumably a couple) trailing behind a large formation.  I'll try to clean up the language so that it is clearer.

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 Post subject: Necron Change Document
PostPosted: Tue Dec 29, 2009 3:34 pm 
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maybe an example would be good, if an inf formation took  3cms to move to the portal you could emerge from another portal and continue 12cm
i'm not sure if the rule points this out clearly enough, since it was a big change from raiders


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 Post subject: Necron Change Document
PostPosted: Mon Jan 04, 2010 5:33 pm 
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Here's my suggestions. I tried to clean up the portal language and use the same language the rulebook uses.

Quote: 

Necron technology allows many of its units to repair themselves at an accelerated rate. This is reflected as the Necron ability on a unit's datasheet. Units with the Necron ability that have been destroyed can be returned to the board. Formations can return one previously destroyed unit with the Necron ability in the end phase of each turn. In addition, if a formation regroups it can use the dice roll to either return a destroyed unit with the Necron ability or to remove blast markers. For example, if you rolled a 2 you could return 2 units to the board, remove 2 blast markers, or return 1 unit and remove 1 blast marker.


Quote: 

Necron Portals are the primary means by which the Necron forces are transported across the galaxy. Any formation that is in the reserves, either because it has not entered play or because it has left the board for any reason, may enter play via a portal as part of an activation that allows movement. Units entering play via a portal should measure their movement from the center of the portal as their starting point.

Formations may also leave the board by entering a portal, taking them into the reserves. Once in the reserves the formation can either re-enter play immediately via another portal, provided it has movement left, or remain in the reserves.

Necron Portals can only be used by Infantry, Light Vehicles, and Armored Vehicles with the walker ability. Each portal can be used only once per turn for either entering play or exiting the board, not for both. Thus, a formation may enter one portal with part of its movement and exit from a second, unused portal continuing its movement from that portal.

If units in a formation are separated due to part of the formation moving through a portal then any units not able to enter the portal are destroyed.





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